Fighter

Fighters combine discipline with martial skills to become the best pure warriors on the planet. Fighters can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be noble champions, or cold-hearted killers, amongst other things.

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Fighters are primarily tanks. They prefer to be at the front in combat; taking the heavy brunt for their comrades and providing cover for them when needed. They rely heavily on melee combat rather than ranged combat, and they are one of the few classes that are proficient in heavy armour, which provides the best boost to Reflex Defence than any other armour type.

Since a fighter specialises in close-combat brawling, their most important ability score is Strength, followed closely by Constitution. Don’t underestimate the importance of Intelligence, however, since many of a fighter’s useful skills are based on this ability.

*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Knowledge (bureaucracy) and Knowledge (world lore).

You have picked up skills associated with two-weapon fighting and can utilise them effectively.

Effect: When making a Melee Strike check to attack with your main weapon, you can follow up with your secondary weapon as a swift action. You receive a -5 penalty to Melee Strike checks when attacking with your secondary weapon, instead of the normal -10 penalty.

You are gifted at wielding weapons that many would have a struggle carrying.

Effect: When using one hand to wield a large-size melee weapon or bigger, you do not suffer the normal encumbrance penalty to Melee Strike checks. In addition, you gain a +3 class bonus to damage rolls with said weapon.

Penalty: If you fail your Melee Strike check by 5 or more, you provoke an attack of opportunity from your intended target.

Once per encounter, starting at 1st level, you can designate one enemy target as your mark. You can only mark one target at a time. While a target is marked, he/she is granted combat advantage against you. If a marked target attacks an ally other than you, he/she gets a -5 penalty to the attack. When a marked target chooses to attack you or cast a spell against you, you gain a +2 bonus to your Reflex Defence and Magic Defence respectively.

At 3rd level, and every eight levels thereafter (11th,
19th, 27th, 35th, and 43rd), you can use Fighter’s Mark one additional time per encounter. Doing so, however, removes the mark on the previous target as you cannot have two or more targets marked at the same time. The mark lasts until either the end of the encounter, or when the marked target becomes unconscious or dies.

At 1st level, you gain proficiency with swords, and you gain a +2 class bonus when making attacks with weapons belonging to that weapon group. The class bonus increases to +5 at 15th level, +7 at 30th level, and +10 at 45th level.

At 1st level, you gain a bonus feat. You gain one additional feat at 2nd level, and every four levels thereafter (6th, 10th, 14th, 18th, etc.), and you must meet the prerequisites of the selected feat (if any).

At 3rd level, and every four levels thereafter (7th, 11th, 15th, 19th, etc.), you gain a fighter technique. The technique must be selected from those presented below and, once chosen, cannot be changed.

You can select the same technique more than once. Every time you do, you can use it one additional time per encounter.

Starting at 7th level, as a swift action, you can provide one ally in your line of sight with a bonus to Reflex Defence. By doing this, you give yourself a penalty to Melee Strike checks. Every eight levels after 2nd, the bonus and penalty increases (see The Fighter table, for more information).

The effects of Cover last until the start of your next turn, and you can use the effects of Cover a number of times per encounter equal to 1 + your Wisdom modifier.